I am getting a little bit confused. Pardon me.
1-You could add a variable in your HP widget, that is instance editable and exposed on spawn, and the type is that of your base pawn class.
Does that mean that I am supposed to add a variable that corresponds to my character blueprint? My character blueprint is BP_SFR, so I made the type of the variable the same as BP_SFR. Also, the variable made is found in the same place as where the HP Bar variable is located within the wdg_HPBAR.
2-Then in your pawn BP, you could have your widget component have no widget, and on Begin Play of your pawn, you can create a new HP bar widget, and pass a reference to self as the value for the variable that you created above. Then after you create it you can use the Set Widget function to set the HP as the widget of the widget component.
By widget component have no widget, I assume you mean that I don’t assign a widget class to it?
I get the create a new HP bar widget, but what do you mean by “pass a reference to self as the value for the variable you created above?” In the picture that you sent, you have a little node that connects self to pawn. When I create a widget and assign it to my wdg (Health Bar), there is only an Owning Player Node.
4-Then in your HP bar widget BP, on Construct, you can create a binding for the percent of your progress bar (I’m guessing you’re using a progress bar for the health), and set the percentage using the values you get from the variable.
When I open the binding and there is get health percent and return node, I can get Pawnz (name of the variable which the type corresponds to my BP). However, I can’t access the Target/Health node from your picture to connect it to Max Health and Current Health.
When I try to set my widget component like you did, I can’t connect the return value to the set widget component, nor can I connect it to Set Widget. Also, what is your Owning Player Node connected to?
Thank you once again.